In-game text test, version 3.0.0, report
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@@ -85,6 +85,10 @@ Conclusion: approach A works end-to-end in-game. Use >= 30 s probes for the intr
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used on purpose); a breakpoint on the setup parser entry: no extra events. Hypotheses: no in-memory sound
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plays without input; the decode path is the same as for WAD sounds (same WEM rules, 300/300 in-memory WEMs
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rebuild byte-identically), so playback is expected to work like E4/E10.
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19. (2026-10-09) In-game text test (`ackit verify --ingame --texts`, ITA): 12 menu texts of FRONTEND/GFxUI
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prefixed with markers and 12 subtitles patched in place (21 files). All 12 markers are found as UTF-16 in the
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game's memory after ~45 s (the localization files are read at startup), no crash, revert byte-identical:
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PASS. Subtitles are not loaded on the title screen (no dialogue object in Frontend*/Startup/BmGame).
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## Old path -> new path
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`scripts/harness.py` -> `ackit verify --ingame` (ackit/verify/ingame.py); `scripts/validate_builder.py` ->
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